Bloodthorn
Name: Bloodthorn (Acacia),
PL 10; Init +7 (+2 Dex, +5 Super-Dex);
Defense 10 (+5 base, +2 Dex, +5 Super-Dex); Spd 30 ft.; Atk +6 melee (+2S or +2L punch, +5L Thorncoat),
+7 ranged (+5L thorn spray); SV Dmg +5, Fort +3,
Ref +7, Will +2; Str 12, Dex
14, Con 16, Int 12, Wis
14, Cha 10. [25 CP in BAB / BDB, 18 CP in Attributes]
Skills: Athletics +1/8, Balance +1/8, Climb +1/3, Jump
+1/3, Spot +1/3, Listen +3/5, Hide +1/8, Craft (woodworking) +4/5, Survival
+2/4, Language (Kiswahili) [16 CP]
Feats: Rapid Strike, Toughness, Sidekick (PL:9 Insect
Swarm**), Blind-fight, Power Attack, Takedown Attack [12 CP]
Powers:
Super-Dexterity +5 (Extras: Super-Constitution, Regeneration,
Partial Extra: Super-Strength +1, Power Stunt: Dual Damage) [45 CP]
Thorncoat +5 (Effect: Energy Field (Lethal Kinetic), Extras: Continuous,
Immunities (*), Protection, Drain (Physical, E: Slow Recovery, F: Only Dex), Trigger (Drain), Flaw: Drain only Triggered if the target
takes damage from the Thorncoat), Power Stunts:
Extra Reach (Thorncoat), Energy Blast (E: Area,
Drain (Physical, E: Slow Recovery, F: Only Dex),
Trigger (Drain), F: Drain only Triggered if the target takes from the spine-burst,
Reduced Range (Touch), Uses (8 / day)) [34 CP]
Equipment: None.
*Immunities (Aging, Critical Hits, Exhaustion, Starvation,
Suffocation)
Formerly African in appearance, the creature that now
calls herself Bloodthorn shows little sign of her
ancestry, appearing as a red and green thorned creature
with a fantastic carapace of dark green hardwood decorated with enormous thorns
that extend up to a yard long when fully extended, and tapering to a blood-red
and even a near-black at their tips, shining with an exotic venom chemically
similar to curare. Even worse, some of the shorter horn like thorns on her
shoulders, forehead and back are hollow, serving as homes to a swarm of venomous
flying insects, sharing traits of both wasps and beetles, but like no species
known to terrestrial entomology. The swarm seems to be somehow generated within
her form, and even if the insects are wholly eradicated, a new swarm may well
be gestated to replace those lost within the many nests encompassing her body.
She never speaks in combat (and rarely in any event), moving like a silent
reaper through her foes, their blood seeping into her dark green skin, perhaps
absorbed to fuel her inhuman metabolism.
**Swarm 'Sidekick'
Name: the Swarm, PL 7; Init +5 (+5 Dex);
Defense 18 (+3 base, +5 Dex); Spd
30 ft. (Fly 35 ft.); Atk +3 melee (+5S stings and
bites); SV Dmg +4, Fort +4, Ref +5, Will +1; Str 6,
Dex
20, Con 18, Int 2, Wis
12, Cha 2. [15 CP in BAB/BDB, 0 CP in Attributes]
Skills: Climb +2/6, Listen +2/3, Spot +5/6, Hide +3/7
[12 CP]
Feats: Attack Finesse (stings and bites), Aerial Combat,
Skill Finesse: Climb (can use Dex modifier instead
of Str modifier for Climb checks) [6 CP]
Powers:
Alternate Body: Semisolid +7 (Swarm of Insects, Effects:
Elasticity, Protection, Strike, Immunities (***), Extras: Continuous, Flight,
Partial Extras: Regeneration +5, Resurrection +5, Obscure +2 (E: Duration
(Continuous), F: Range (Touch)), Drain (Physical) +2 (E: Trigger (on a hit
that inflicts damage), Secondary Effect, F: Str
only, Only when Triggered), Flaws: Permanent) [56 CP]
Equipment: None.
*** Swarm Immunities (Critical Hits, Exhaustion, Starvation,
Suffocation, Kinetic, Disease, Poison)
Sequoia
Name: Sequoia, PL 10; Init +2 (+2 Dex);
Defense 15/17 (+5 base, +2 Dex, -2 Size at Size
Huge); Spd 30 ft. (50 ft. at Size Huge); Atk +10 melee (+4S punch), +8 melee (+12S punch) at Size
Huge; SV Dmg +7 (+15 at Size Huge, -2 Protection),
Fort +7, Ref +2, Will +2 (-2 Mental Protection); Str
18, Dex 14, Con 20, Int 12,
Wis 14, Cha 12. [25 CP in BAB / BDB, 30 CP in
Attributes]
Skills: Climb +2/6(14), Jump +2/6(14), Swim +2/6 (14),
Balance +1/3, Acrobatics +1/3, Hide +3/5(-3), Move Silently +1/3, Survival
+5/7, Spot +2/4, Listen +2/4, Language (Tsimshian),
Disable Device +3/4, Repair +2/3, Demolitions +2/3 [29 CP]
Feats: Attack Focus (hand to hand), Toughness, Great
Fortitude, Immunity (Critical Hits), Power Attack, Rapid Healing, Indomitable
Will [14 CP]
Powers:
Growth +8 (Extra: Continuous, Flaw: Amazing Save-Damage
instead of Protection) [48 CP]
Protection +2 (Extra: Mental Protection, Flaw: Obvious (hardwood
skin)) [4 CP]
Equipment: None.
A Native American (Canadian, in nationality) whose skin
has transformed into smooth bark, and who has the ability to grow to Huge size, with a commensurate increase in strength and
durability. Going by the name of Sequoia, she has been an active ecoterrorist, spiking trees in the
Narcosis
Name: Narcosis ('Poppy'), PL 10; Init +3 (+3 Dex); Defense 18 (+5 base, +3 Dex);
Spd 30 ft. (Fly 50 ft.); Atk
+5 melee (+0S punch), +8 ranged (Suffocate, Stun, Dazzle or Paralyze, no
damaging effects); SV Dmg +3, Fort +3, Ref +3, Will
+1; Str 10, Dex 16, Con 16,
Int 14, Wis 12, Cha 16. [25
CP in BAB/BDB, 24 CP in Attributes]
Skills: Science (Ecology) +4/5, Science (Botany) +1/2, Science
(Zoology) +1/2, Medicine +2/3, Perform (dance) +2/10, Sense Motive +1/4,
Diplomacy +2/10, Ride (elephant!) +1/4, Handle Animal +1/9, Language (Hindi),
Survival +1/4, Profession (scientist) +3/6 [20 CP]
Feats: Aerial Combat, Attractive, Rapid Healing [6 CP]
Powers:
Alternate Body: Gaseous +10 (Effects: Incorporeal
(affected by wind and fire attacks), Flight, Immunities (*) and Suffocate.
Extra: Ghost Touch, Partial Extra: Area +2, Flaw: Reduced Range (Touch range
for Suffocate and other offensive Power Stunts), Power Stunts: Dazzle (sight
(E: Dazzle (scent)), Stun, Paralyze and Obscure (for Obscure only, E: Affects
Scent also, F: Partial concealment only). [60 cp]
Super-Charisma +5 (Extra: Enthralling Presence (Effect:
Intimidating Presence but Intoxicates those 'shaken' to identical effect, or
causes those 'cowering' to instead be overcome by hallucinations of bliss.
Immunity to Poisons, or a sealed environment (such as
Immunity (Suffocation) from a suit of Armor or a Force Field) will
protect against it. It can affect someone by skin contact, so holding one's
breath is no defense.) [15 cp]
Equipment: None.
*Immunities in 'Pollen Form' (Critical Hits, Disease,
Poison, Exhaustion, Starvation, Suffocation, Pressure, Cold, Gravity, Light)
Narcosis is a slender East Indian, laid-back and wearing
diaphanous gowns of sheer white cotton, decorated with flower petals. She is
often barefoot, or at most, clad in sandals, and wears necklaces, hair-braids
and / or bracelets of carved wood, natural seeds, or dried flowers, as well as
woven vines and actual fresh flowers. She always has a poppy flower in her
hair, tucked into her gown or even woven together as a form of belt with many
other poppy flowers, leaving one behind wherever she goes, as a sort of calling
card. She goes by the name 'Poppy' more commonly than her 'super' name of
Narcosis, which she doesn't take seriously. She doesn't share the angry
speeches of her 'sister' Sequoia, nor the cold silence
of the cruel Bloodthorn, but instead always seems to
have a distant smile on her face, as if the nature of humanity is nothing more
than a source of mild amusement to her. Even in the face of danger, she shows
little concern, although she can move quickly when need be. If hurt, she looks
genuinely surprised, as if she hadn't realized that this game was real, and
could have real consequences, and it seems likely that she is spending the
majority of her waking life in a narcotic-induced fantasy thanks to her powers.
Otherwise, she generally laughs softly and tip-toes her way through combat,
acting all the part like a perpetually wasted hippy 'flower-child,' only
lacking any of the western turns of phrase or stoner paraphenalia
that are commonly associated with the '60s daytrippers.
Her gowns can appear in any color, but most commonly are simple white, as the
poppies and other wild-flowers she adorns herself with, as well as her dark
eyes, skin and hair, provide enough color. Rarely she will 'dress up' in a
similar gown in pastel shades of red, orange or yellow, making sure that the
poppies and other flowers she chooses offset those colors.